Carna Year Day Season Citizens Logs
carnlin 10622 44 winter 8530
total area
Pollution
total area
Housing
total workers
Jobs
food capacity
Food capacity
minus consumed food
Daily Food Consumption
total area
Money
plus total area
Daily Tax Income
minus daily cost
Daily Cost
total energy
Energy
total area
Area
total sprawl
Sprawl
total crime
Crime
total fun
Fun
total culture
Culture
total health
Health
-1.573k/day 0/8.53k 150/8680 0 0 $35.546G $133.255k $48.875k 137.15k/261.2k 1.174k/20.2k 110 0 1.884k 32 1.434k

Job/tax levels

Level 0 0.5
138 citizens
5440 total jobs
65 available jobs
Level 1 0.4
186 citizens
1020 total jobs
0 available jobs
Level 2 0.35
3255 citizens
700 total jobs
45 available jobs
Level 3 0.4
2957 citizens
580 total jobs
0 available jobs
Level 4 0.35
1215 citizens
580 total jobs
40 available jobs
Level 5 0.35
779 citizens
360 total jobs
0 available jobs
Level 6 0.4
0 citizens
0 total jobs
0 available jobs

Sanctions

Combat

transit

Build transit to add area to your city. Area is required to build most other buildings.

roads

size

1
Produces:
area

25
health

-1
pollution per pop

0.01
sprawl

10
0

highways

size

2
Produces:
area

50
health

-4 (+1)
pollution per pop

0.02
sprawl

20
0

airports

size

3
Requires:
energy

150
lvl 0 workers

10
Produces:
area

100
health

-2
pollution per pop

0.03
0

bus_lines

size

1
Requires:
money

30
lvl 0 workers

10
Produces:
area

50
health

-2
sprawl

3
0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

20

has enough workers to operate has enough money to operate
operational
total area 20k
20k area generated
total sprawl 20
20 sprawl generated
total profit 200
200 profit
total workers 200/0
200 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

10

operational
total health 20
20 health generated
total area 100
100 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

10

operational
total health 10
10 health generated
total area 100
100 area generated

gas_stations

size

1
Requires:
area

2
energy

10
money

10
oil

1
lvl 0 workers

5
Produces:
gas

10
pollution

1
Stores:
gas

100
0

housing

Housing is required to retain citizens — otherwise, they'll die. Housing requires energy and area; if you run out of energy, you might run out of housing rather quickly!

huts

size

1
Requires:
area

1
Produces:
housing

1
sprawl

1

50

has enough area to operate
operational
total area -50
50 consumed
total housing 50
50 housing generated
total sprawl 50
50 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

5

has enough energy to operate has enough area to operate
operational
total area -5
5 consumed
total housing 10
10 housing generated
total energy -60
60 consumed
total sprawl 25
25 sprawl generated
total pollution 10
10 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

5

has enough energy to operate has enough area to operate
operational
total area -5
5 consumed
total housing 30
30 housing generated
total energy -90
90 consumed
total sprawl 15
15 sprawl generated
total pollution 25
25 pollution generated

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1
0

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

36

has enough energy to operate has enough area to operate
operational
total area -360
360 consumed
total housing 720
720 housing generated
total energy -3,240
3,240 consumed
total pollution 540
540 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

36

has enough energy to operate has enough area to operate
operational
total area -180
180 consumed
total housing 720
720 housing generated
total energy -1,800
1,800 consumed
total pollution 432
432 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

10

has enough energy to operate has enough area to operate
operational
total area -200
200 consumed
total housing 1,000
1,000 housing generated
total energy -1,500
1,500 consumed
total pollution 500
500 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

12

has enough energy to operate has enough area to operate
operational
total area -1,200
1,200 consumed
total housing 6,000
6,000 housing generated
total energy -6,000
6,000 consumed
total pollution 1.2k
1,200 pollution generated

energy

Energy buildings produce energy when they're operational. Energy is required to operate most other buildings. You need citizens to operate most of the energy buildings.

coal_plants

size

5
Requires:
area

5
money

10
lvl 0 workers

5
Produces:
energy

2000
health

-10
pollution

30

1

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -10
-10 health generated
total area -5
5 consumed
total energy 2,000
2,000 energy generated
total pollution 30
30 pollution generated
total profit 15
15 profit
total workers 5/0
5 workers employed at level 0

natural_gas_plants

size

1
Requires:
area

15
money

20
lvl 1 workers

5
Produces:
energy

2000
health

-5
pollution

15
0

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

48

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -240
240 consumed
total energy 28.8k
28.8k energy generated
total profit 2.4k
2,400 profit
total workers 480/1
480 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-150)

32

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -160
160 consumed
total energy 11.2k
11.2k energy generated
total profit 4.16k
4,160 profit
total workers 320/2
320 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

10

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -100
100 consumed
total energy 50k
50k energy generated
total expenses -1.8k
-1,800 running expenses
total workers 100/3
100 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (-200)
water

10

24

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -240
240 consumed
total energy 19.2k
19.2k energy generated
total water 240
240 water generated
total profit 960
960 profit
total workers 120/2
120 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

1

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -10
10 consumed
total energy 150k
150k energy generated
total uranium -1
1 consumed
total expenses -9.44k
-9,440 running expenses
total workers 10/4
10 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

36

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -360
360 consumed
total pollution -3.6k
-3,600 pollution generated
total profit 38.52k
38,520 profit
total workers 360/5
360 workers employed at level 5

education

Education buildings will, once a year, move citizens up an education level. This allows them to work at buildings with higher job levels, and make more money (and you, too, through taxes!

schools

size

2
Requires:
area

5
energy

600
money

10
lvl 0 workers

10
Produces:
education lvl 1

50

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -55
55 consumed
total energy -6,600
6,600 consumed
total profit 440
440 profit
total workers 110/0
110 workers employed at level 0

middle_schools

size

3
Requires:
area

8
energy

800
money

40
lvl 1 workers

10
Produces:
education lvl 2

30

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -80
80 consumed
total energy -8,000
8,000 consumed
total profit 400
400 profit
total workers 100/1
100 workers employed at level 1

high_schools

size

3
Requires:
area

10
energy

800
money

70
lvl 2 workers

10
Produces:
education lvl 3

20

9

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -90
90 consumed
total energy -7,200
7,200 consumed
total profit 630
630 profit
total workers 90/2
90 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

8

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -160
160 consumed
total energy -9,600
9,600 consumed
total profit 1.36k
1,360 profit
total workers 80/3
80 workers employed at level 3

research_labs

size

2
Requires:
area

30
energy

800
money

200
lvl 4 workers

10
Produces:
education lvl 5

5

7

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -210
210 consumed
total energy -5,600
5,600 consumed
total profit 2.52k
2,520 profit
total workers 70/4
70 workers employed at level 4

resources

Resource buildings are ways to generate in-game resources. Some regions have unique resource buildings.

mines

size

5
Requires:
area

25
energy

1900
money

250
lvl 0 workers

30
Produces:
coal

1
gold

random drop
health

-5
pollution

10
sulfur

1
uranium

random drop
Stores:
coal

100
gold

100
sulfur

1000
uranium

100

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -10
-10 health generated
total area -50
50 consumed
total energy -3,800
3,800 consumed
total sulfur 2
2 sulfur generated
total uranium
total gold
total coal 2
2 coal generated
total pollution 20
20 pollution generated
total expenses -200
-200 running expenses
total workers 60/0
60 workers employed at level 0

uranium_mines

size

3
Requires:
area

50
energy

5000
money

1000
lvl 4 workers

20
Produces:
health

-50
pollution

50
uranium

1
Stores:
uranium

1000

2

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100

5

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

reservoirs

size

10
Requires:
area

500
energy

100
money

100
lvl 1 workers

5
Produces:
water

100
Stores:
water

1000

4

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,000
2,000 consumed
total energy -400
400 consumed
total water 400
400 water generated
total expenses -240
-240 running expenses
total workers 20/1
20 workers employed at level 1

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10
0

wheat_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
wheat

1
Stores:
wheat

50

5

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough water to operate
needs workers to operate

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50

6

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough water to operate
needs workers to operate

livestock_farms

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
cows

1
Stores:
cows

50

6

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough water to operate
operational
total area -600
600 consumed
total energy -60
60 consumed
total cows 6
6 cows generated
total water -60
60 consumed
total profit 90
90 profit
total workers 30/0
30 workers employed at level 0

food

Food buildings allow you to distribute food to your citizens.

sushi_restaurants

size

2
Requires:
area

2
energy

50
fish

1
money

10
rice

1
water

1
lvl 3 workers

5
Produces:
culture

1
food

10
Stores:
food

25
0

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50
0

grocery_stores

size

5
Requires:
area

5
bread

5
energy

10
fish

1
meat

1
money

100
produce

1
rice

5
water

1
lvl 1 workers

15
Produces:
food

100
Stores:
food

1000
0

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

1

has enough workers to operate has enough area to operate requires produce to operate
needs produce to operate

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50

1

has enough workers to operate has enough energy to operate has enough area to operate requires cows to operate
needs cows to operate

bakeries

size

2
Requires:
area

5
energy

10
money

10
salt

1
water

5
wheat

5
lvl 1 workers

5
Produces:
bread

1
Stores:
bread

50
0

wineries

size

4
Requires:
area

2
energy

10
grapes

1
water

1
lvl 2 workers

5
Produces:
wine

1
Stores:
wine

50
0

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50
0

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10
0

civic

Civic buildings add other benefits citizens like — jobs, fun, etc.

parks

size

1
Requires:
area

10
money

5
Produces:
fun

3 (+1)
health

5 (+1)
pollution

-1

60

has enough area to operate has enough money to operate
operational
total health 360
360 health generated
total area -600
600 consumed
total fun 240
240 fun generated
total pollution -60
-60 pollution generated
total expenses -300
300 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+3)
health

6 (+1)
pollution

-3

60

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 420
420 health generated
total area -3,000
3,000 consumed
total fun 660
660 fun generated
total pollution -180
-180 pollution generated
total profit 1.08k
1,080 profit
total workers 360/1
360 workers employed at level 1

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+3)
health

5 (+1)
pollution

-12

40

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 240
240 health generated
total area -4,000
4,000 consumed
total fun 520
520 fun generated
total pollution -480
-480 pollution generated
total profit 3.68k
3,680 profit
total workers 240/3
240 workers employed at level 3

libraries

size

1
Requires:
area

2
energy

200
money

10
lvl 2 workers

4
Produces:
culture

1
education

random drop

20

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -40
40 consumed
total energy -4,000
4,000 consumed
total culture 20
20 culture generated
total profit 920
920 profit
total workers 80/2
80 workers employed at level 2

commerce

Commerce buildings have lots of jobs to attract citizens to your city

retail_shops

size

1
Requires:
area

2
energy

100
money

2
lvl 0 workers

3

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total energy -1,000
1,000 consumed
total profit 130
130 profit
total workers 30/0
30 workers employed at level 0

factories

size

7
Requires:
area

15
energy

1900
money

50
lvl 0 workers

20
Produces:
health

-3
pollution

1
steel

10
Stores:
steel

1000

4

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -12
-12 health generated
total area -60
60 consumed
total energy -7,600
7,600 consumed
total steel 40
40 steel generated
total pollution 4
4 pollution generated
total profit 200
200 profit
total workers 80/0
80 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -6
6 consumed
total energy -2,400
2,400 consumed
total profit 465
465 profit
total workers 60/1
60 workers employed at level 1

distribution_centers

size

8
Requires:
area

100
energy

1500
money

25
lvl 0 workers

250
Produces:
fun

-10
health

-3
pollution

1

18

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -54
-54 health generated
total area -1,800
1,800 consumed
total energy -27k
27k consumed consumed
total fun -180
-180 fun generated
total pollution 18
18 pollution generated
total profit 22.05k
22,050 profit
total workers 4500/0
4500 workers employed at level 0

entertainment

Entertainment buildings have jobs, and add other intangibles to your city.

theatres

size

2
Requires:
area

5
energy

300
money

10
lvl 0 workers

10
Produces:
culture

1
fun

5

12

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -60
60 consumed
total energy -3,600
3,600 consumed
total culture 12
12 culture generated
total fun 60
60 fun generated
total profit 480
480 profit
total workers 120/0
120 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

12

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -480
480 consumed
total energy -6,000
6,000 consumed
total fun 120
120 fun generated
total profit 0
0 profit
total workers 240/0
240 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1
0

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

16

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,120
1,120 consumed
total energy -4,000
4,000 consumed
total fun 144
144 fun generated
total pollution -16
-16 pollution generated
total profit 1.12k
1,120 profit
total workers 160/3
160 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

16

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -960
960 consumed
total energy -7,200
7,200 consumed
total fun 320
320 fun generated
total pollution -16
-16 pollution generated
total profit 2.88k
2,880 profit
total workers 160/4
160 workers employed at level 4

travel

Travel buildings increase your city's desirability.

health

Health buildings increase the health of your citizens, and make them less likely to die

hospitals

size

6
Requires:
area

20
energy

400
money

100
lvl 2 workers

10
Produces:
health

10

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 20
20 health generated
total area -40
40 consumed
total energy -800
800 consumed
total profit 80
80 profit
total workers 20/2
20 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

30

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 450
450 health generated
total area -120
120 consumed
total energy -1,500
1,500 consumed
total profit 15.3k
15,300 profit
total workers 300/4
300 workers employed at level 4

combat

Combat buildings let you attack other cities, or defend your city from attack.

air_bases

size

2
Requires:
area

500
energy

5000
money

5000
steel

50
sulfur

5
lvl 5 workers

10
Produces:
daily strikes

1
missiles

1
Stores:
missiles

100
0

defense_bases

size

1
Requires:
area

100
energy

2500
money

2000
lvl 2 workers

10
Produces:
shields

1
Stores:
shields

250

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -200
200 consumed
total energy -5,000
5,000 consumed
total shields 2
2 shields generated
total expenses -3.72k
-3,720 running expenses
total workers 20/2
20 workers employed at level 2

missile_defense_arrays

size

1
Requires:
area

200
energy

5000
money

5000
steel

100
sulfur

20
lvl 5 workers

20
Stores:
shields

1000
0

storage

Storage buildings let you store more of certain resources.

wood_warehouses

size

5
Requires:
area

10
Stores:
wood

100

2

has enough area to operate
operational
total area -20
20 consumed

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

2

has enough area to operate
operational
total area -10
10 consumed

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

2

has enough area to operate
operational
total area -10
10 consumed

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

2

has enough area to operate
operational
total area -20
20 consumed

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

2

has enough area to operate
operational
total area -40
40 consumed

water_tanks

size

5
Requires:
area

10
Stores:
water

100

2

has enough area to operate
operational
total area -20
20 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

2

has enough area to operate
operational
total area -20
20 consumed

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

2

has enough area to operate
operational
total area -20
20 consumed

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

2

requires workers to operate has enough energy to operate has enough area to operate
needs workers to operate

Resources

total sulfur sulfur 2.05k/2.05k
total uranium uranium 249/250
total steel steel 4.05k/4.05k
total fish fish 0/2.05k
total oil oil 0/50
total gas gas 0/50
total gold gold 250/250
total coal coal 250/250
total stone stone 0/250
total bread bread 0/50
total wheat wheat 500/250
total grapes grapes 0/50
total wood wood 0/250
total beer beer 0/50
total wine wine 0/50
total food food 0/50
total produce produce 0/50
total meat meat 0/50
total rice rice 0/250
total cows cows 0/550
total lithium lithium 0/2.05k
total sand sand 0/50
total glass glass 0/50
total water water 4.22k/4.25k
total salt salt 0/250
total missiles missiles 0/50
total shields shields 550/550